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Tamerlane

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Everything posted by Tamerlane

  1. AD&D doesn't have real-time combat either. Planescape: Torment and Baldur's Gate are based on AD&D and are RTwP games. Mindblowing, I know. I know, what a casual baby dumbing down betrayal of its glorious inspiration, right?Are you trying to say that PoE would have been better if it had turn-based combat? Absolutely not. I'm trying to say that TToN is a turn-based game based on a turn-based system that is the pseudo-sequel to a real-time game that roughly adapted a turn-based system made by a company with very recent and applicable experience working with turn-based systems. And if this is upsetting or seems like a betrayal of trust to anyone, then I am trying to say to them, "It is you. You are the fun-hating baby." PoE is built from the ground up as a real-time game and as a PC game (as opposed to being an adaptation of tabletop rules), and I fully expect it will come out mechanically superior to both TToN and the IE games for those (and other) reasons.
  2. Very nice collation of known info. Curious about the talk on barb defences - where did you see mention of them becoming tankier? Last I heard on the topic of their defences was something along the lines of "terrible deflection, amazing fortitude".
  3. AD&D doesn't have real-time combat either. Planescape: Torment and Baldur's Gate are based on AD&D and are RTwP games. Mindblowing, I know. I know, what a casual baby dumbing down betrayal of its glorious inspiration, right?
  4. TToN changed from RTwP? I wasn't aware tabletop Numenera had real-time combat. Monte Cook sure has some ambitious designs.
  5. I think it comes from the fever-dreams of a dying preacher. I wouldn't worry too much.
  6. From what I can gather, a small portion of the dungeon will be integrated into the main plot. After that, it will have its own, self-contained story. If you like it, if you like the dungeon, if you want to explore it, it's all yours. If you don't enjoy it, you're free to ignore every single part of it once you get through the small portion that is plot-relevant. I really don't know what your concern is. It seems like a pretty easy thing to just ignore.
  7. I don't think we know the name of the continent and the world, but from what I understand, we can expect the vast majority of the game to take place in Dyrwood and Eir Glanfath.
  8. ... because Obsidian does not believe that their game could very easily support controllers. That's, uh. That's pretty much all there is, man.
  9. If there isn't a monk-exclusive quest based on crossbreeding peas, I demand a refund and an apology from you, Sawyer.
  10. Take the fraction of the community that is good at voice acting. Now, remove all the ones that don't have an appropriate audio setup. Congratulations, you have a group so small that it is not worth the headache it would cause Obsidian.
  11. I'm sure everyone the OP was just distracted by that guy's rad hat.
  12. No, they are icky, overused, and usually done all wrong. To be fair, no game really gets any animal "right". Maybe hunting games? I dunno. Most realistically-depicted animals would be pretty difficult to implement and/or uninteresting to encounter in an RPG.
  13. Maybe we'll all stop when you change your signature?
  14. I was initially opposed to the idea, but having read more on their plans, I've warmed to it. Get John Gonzalez (the guy who wrote the Survivalist Diaries in Honest Hearts) back to write for the new companions and I'll fund it all myself.
  15. Good. **** charisma.
  16. There is truth to the idea that "lots of active abilities for all" makes more sense when you play as one character as opposed to playing as a party. When you have just one character to play as, you need a variety of options to keep things from getting dull. When you have six people at your disposal in a real-time system, tons of active abilities on everyone can just bog things down. But it's also a bit of a necessity. If someone starts up a game of PE and they choose a fighter or a barbarian or a monk or whatever as their PC, they're saying, "I want to play as a baller-tier fighter or barbarian or monk or whatever." They are not saying, "I want a main character I can put on autopilot so I can spend all my time micromanaging my companions!" Some classes are designed to be more passive than others, and from what's been revealed so far, it seems like it falls more-or-less down the old martial/magical lines. But they've also stated many times over that they want to give options for the more passive, auto-pilot classes to be built for a more active, micro-manage-y style of play, which is awesome. I just hope that the inverse of this is true: to keep people from the game from getting gummed up with a billion active abilities, the inherently management-intensive classes have options that let you build them into more passive characters.
  17. Um. Mor, I may be misreading you completely, but... are you looking at that one screenshot and assuming that it's the entirety of the stronghold? Rather than, like, a slice of it? Because that'd be roughly the equivalent of me doing this: ... and asking where all the houses and people and other buildings are.
  18. It's kind of hard to tell how big something is when there's nothing there to give it scale. Also, how big are orcs and bugbears?
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